I believe this goes here. My apologies if it doesn't.
This is a generic female head, meant for games. I tried to budget at 1000 tris; eyes are heavy and will probably be reduced. (is tris the accepted 'budget' point, or faces?)
Any criticisms are appreciated, especially anything that is wrong. Anything that can be improved too. I haven't yet gone through the process of making the faces more uniform in size yet, fyi. Also, screenshots were taken with the default FOV in Maya, so there is some 'fisheye' distortion.
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Can a game character of such limited resolution appropriately convey the bone structure/muscles, or should I be more concerned with laying points and edges down on defomrable areas (or can they be one in the same?)
As for what I can see wrong, the forehead juts far too foward, the eyes are too small and too far apart, the lips are too low, the jaw is too triangular (like the bone itself, should be just a bit more boxish) and you may want to work on the shape of that nose. Also, you need to shift the whole face and jaw up or at least make the cranium of the head taller; the eyes should be in the center of the head, and currently your's are not. I could do some paintovers if you wish.
EDIT: nevermind, I did them anyway. I hope this helps you determine your shape problems.
and so you can see it better. I hope you notice that on most faces, the nose is more of a ramp onto the cheek rather than a sheer drop. Also notice how the lips look on the curve of the face. That's because of the shape of the jaw.
Thanks guys.